mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
319 lines
9.5 KiB
C++
319 lines
9.5 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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/*
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MaSzyna EU07 locomotive simulator
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Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others
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*/
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/*
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Authors:
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MarcinW, McZapkie, Shaxbee, ABu, nbmx, youBy, Ra, winger, mamut, Q424,
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Stele, firleju, szociu, hunter, ZiomalCl, OLI_EU and others
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*/
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#include "stdafx.h"
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#include <png.h>
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#include <thread>
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#include "Globals.h"
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#include "Logs.h"
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#include "Console.h"
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#include "PyInt.h"
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#include "World.h"
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#include "Mover.h"
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#include "usefull.h"
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#pragma comment (lib, "glu32.lib")
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#pragma comment (lib, "dsound.lib")
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#pragma comment (lib, "winmm.lib")
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#pragma comment (lib, "setupapi.lib")
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#pragma comment (lib, "dbghelp.lib")
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TWorld World;
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void screenshot_save_thread(char *img)
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{
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png_image png;
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memset(&png, 0, sizeof(png_image));
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png.version = PNG_IMAGE_VERSION;
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png.width = Global::ScreenWidth;
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png.height = Global::ScreenHeight;
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png.format = PNG_FORMAT_RGB;
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char datetime[64];
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time_t timer;
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struct tm* tm_info;
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time(&timer);
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tm_info = localtime(&timer);
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strftime(datetime, 64, "%Y-%m-%d_%H-%M-%S", tm_info);
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uint64_t perf;
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QueryPerformanceCounter((LARGE_INTEGER*)&perf);
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std::string filename = "screenshots/" + std::string(datetime) +
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"_" + std::to_string(perf) + ".png";
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if (png_image_write_to_file(&png, filename.c_str(), 0, img, -Global::ScreenWidth * 3, nullptr) == 1)
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WriteLog("saved " + filename + ".");
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else
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WriteLog("failed to save screenshot.");
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delete[] img;
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}
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void make_screenshot()
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{
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char *img = new char[Global::ScreenWidth * Global::ScreenHeight * 3];
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glReadPixels(0, 0, Global::ScreenWidth, Global::ScreenHeight, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)img);
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std::thread t(screenshot_save_thread, img);
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t.detach();
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}
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void window_resize_callback(GLFWwindow *window, int w, int h)
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{
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Global::ScreenWidth = w;
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Global::ScreenHeight = h;
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Global::fDistanceFactor = std::max( 0.5f, h / 768.0f ); // not sure if this is really something we want to use
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glViewport(0, 0, w, h);
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}
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void cursor_pos_callback(GLFWwindow *window, double x, double y)
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{
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World.OnMouseMove(x * 0.005, y * 0.01);
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glfwSetCursorPos(window, 0.0, 0.0);
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}
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void key_callback( GLFWwindow *window, int key, int scancode, int action, int mods )
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{
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Global::shiftState = ( mods & GLFW_MOD_SHIFT ) ? true : false;
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Global::ctrlState = ( mods & GLFW_MOD_CONTROL ) ? true : false;
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if( ( key == GLFW_KEY_LEFT_SHIFT )
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|| ( key == GLFW_KEY_LEFT_CONTROL )
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|| ( key == GLFW_KEY_LEFT_ALT )
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|| ( key == GLFW_KEY_RIGHT_SHIFT )
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|| ( key == GLFW_KEY_RIGHT_CONTROL )
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|| ( key == GLFW_KEY_RIGHT_ALT ) ) {
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// don't bother passing these
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return;
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}
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if( action == GLFW_PRESS || action == GLFW_REPEAT )
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{
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World.OnKeyDown( key );
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switch( key )
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{
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case GLFW_KEY_F11:
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make_screenshot();
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break;
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case GLFW_KEY_ESCAPE: {
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//[Esc] pauzuje tylko bez Debugmode
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if( DebugModeFlag )
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break;
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if( Global::iPause & 1 ) // jeśli pauza startowa
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Global::iPause &= ~1; // odpauzowanie, gdy po wczytaniu miało nie startować
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else if( !( Global::iMultiplayer & 2 ) ) // w multiplayerze pauza nie ma sensu
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if( !Global::ctrlState ) // z [Ctrl] to radiostop jest
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Global::iPause ^= 2; // zmiana stanu zapauzowania
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if( Global::iPause ) // jak pauza
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Global::iTextMode = GLFW_KEY_F1; // to wyświetlić zegar i informację
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break;
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}
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case GLFW_KEY_F7:
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if( DebugModeFlag ) { // siatki wyświetlane tyko w trybie testowym
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Global::bWireFrame = !Global::bWireFrame;
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if( true == Global::bWireFrame ) {
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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else {
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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++Global::iReCompile; // odświeżyć siatki
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// Ra: jeszcze usunąć siatki ze skompilowanych obiektów!
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}
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break;
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}
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}
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else if( action == GLFW_RELEASE )
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{
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World.OnKeyUp( key );
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}
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}
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void focus_callback( GLFWwindow *window, int focus )
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{
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if( Global::bInactivePause ) // jeśli ma być pauzowanie okna w tle
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if( focus )
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Global::iPause &= ~4; // odpauzowanie, gdy jest na pierwszym planie
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else
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Global::iPause |= 4; // włączenie pauzy, gdy nieaktywy
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}
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#ifdef _WINDOWS
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extern "C"
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{
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GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
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}
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LONG CALLBACK unhandled_handler(::EXCEPTION_POINTERS* e);
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LRESULT APIENTRY WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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extern HWND Hwnd;
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extern WNDPROC BaseWindowProc;
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#endif
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int main(int argc, char *argv[])
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{
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#ifdef _WINDOWS
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::SetUnhandledExceptionFilter(unhandled_handler);
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#endif
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if (!glfwInit())
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return -1;
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DeleteFile("errors.txt");
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Global::LoadIniFile("eu07.ini");
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Global::InitKeys();
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// hunter-271211: ukrywanie konsoli
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if( Global::iWriteLogEnabled & 2 )
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{
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AllocConsole();
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SetConsoleTextAttribute( GetStdHandle( STD_OUTPUT_HANDLE ), FOREGROUND_GREEN );
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}
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for (int i = 1; i < argc; i++)
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{
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std::string token(argv[i]);
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if (token == "-modifytga")
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Global::iModifyTGA = -1;
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else if (token == "-e3d")
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{
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if (Global::iConvertModels > 0)
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Global::iConvertModels = -Global::iConvertModels;
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else
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Global::iConvertModels = -7; // z optymalizacją, bananami i prawidłowym Opacity
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}
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else if (i + 1 < argc && token == "-s")
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Global::SceneryFile = std::string(argv[++i]);
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else if (i + 1 < argc && token == "-v")
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{
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std::string v(argv[++i]);
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std::transform(v.begin(), v.end(), v.begin(), ::tolower);
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Global::asHumanCtrlVehicle = v;
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}
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else
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{
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std::cout << "usage: " << std::string(argv[0]) << " [-s sceneryfilepath] "
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<< "[-v vehiclename] [-modifytga] [-e3d]" << std::endl;
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return -1;
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}
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}
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// match requested video mode to current to allow for
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// fullwindow creation when resolution is the same
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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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const GLFWvidmode *vmode = glfwGetVideoMode(monitor);
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glfwWindowHint(GLFW_RED_BITS, vmode->redBits);
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glfwWindowHint(GLFW_GREEN_BITS, vmode->greenBits);
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glfwWindowHint(GLFW_BLUE_BITS, vmode->blueBits);
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glfwWindowHint(GLFW_REFRESH_RATE, vmode->refreshRate);
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glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE);
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glfwWindowHint(GLFW_SAMPLES, 1 << Global::iMultisampling);
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if (Global::bFullScreen)
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{
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// match screen dimensions with selected monitor, for 'borderless window' in fullscreen mode
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Global::iWindowWidth = vmode->width;
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Global::iWindowHeight = vmode->height;
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}
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GLFWwindow *window =
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glfwCreateWindow( Global::iWindowWidth, Global::iWindowHeight,
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"EU07++NG", Global::bFullScreen ? monitor : nullptr, nullptr );
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if (!window)
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{
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std::cout << "failed to create window" << std::endl;
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(Global::VSync ? 1 : 0); //vsync
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); //capture cursor
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glfwSetCursorPos(window, 0.0, 0.0);
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glfwSetFramebufferSizeCallback(window, window_resize_callback);
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glfwSetCursorPosCallback(window, cursor_pos_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwSetWindowFocusCallback(window, focus_callback);
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{
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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window_resize_callback(window, width, height);
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}
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if (glewInit() != GLEW_OK)
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{
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std::cout << "failed to init GLEW" << std::endl;
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return -1;
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}
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#ifdef _WINDOWS
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// setup wrapper for base glfw window proc, to handle copydata messages
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Hwnd = glfwGetWin32Window( window );
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BaseWindowProc = (WNDPROC)::SetWindowLongPtr( Hwnd, GWLP_WNDPROC, (LONG_PTR)WndProc );
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// switch off the topmost flag
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::SetWindowPos( Hwnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE );
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#endif
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GfxRenderer.Init();
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Global::pWorld = &World; // Ra: wskaźnik potrzebny do usuwania pojazdów
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if (!World.Init(window))
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{
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std::cout << "failed to init TWorld" << std::endl;
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return -1;
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}
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Console *pConsole = new Console(); // Ra: nie wiem, czy ma to sens, ale jakoś zainicjowac trzeba
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if( !joyGetNumDevs() )
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WriteLog( "No joystick" );
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if( Global::iModifyTGA < 0 ) { // tylko modyfikacja TGA, bez uruchamiania symulacji
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Global::iMaxTextureSize = 64; //żeby nie zamulać pamięci
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World.ModifyTGA(); // rekurencyjne przeglądanie katalogów
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}
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else {
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if( Global::iConvertModels < 0 ) {
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Global::iConvertModels = -Global::iConvertModels;
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World.CreateE3D( "models\\" ); // rekurencyjne przeglądanie katalogów
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World.CreateE3D( "dynamic\\", true );
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} // po zrobieniu E3D odpalamy normalnie scenerię, by ją zobaczyć
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Console::On(); // włączenie konsoli
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while (!glfwWindowShouldClose(window) && World.Update())
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{
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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Console::Off(); // wyłączenie konsoli (komunikacji zwrotnej)
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}
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TPythonInterpreter::killInstance();
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delete pConsole;
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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